WIP generating chunks at player position
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+17
-16
@@ -1,11 +1,9 @@
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mod camera_controller;
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mod player;
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pub mod world;
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use std::time::Instant;
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use crate::renderer::content_view::ContentView;
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use crate::renderer::renderer_view::RendererView;
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use cgmath::Point3;
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use winit::event::Event;
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use crate::renderer::{camera::CameraTransform};
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use player::Player;
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use world::World;
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@@ -18,19 +16,20 @@ pub enum GameState {
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pub struct Game {
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state: GameState,
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player: Player,
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#[allow(unused)]
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world: World,
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prev_pos: Point3<i32>
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prev_pos: Option<Point3<i32>>
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}
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impl Game {
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pub fn new() -> Self {
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let mut app = Self {
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Self {
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state: GameState::Paused,
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player: Player::new(),
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world: World::new("default".to_string()),
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prev_pos: Point3{ x:0, y:0, z:0 }
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};
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prev_pos: None
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}
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// // Try to load world from file
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// let timer = Instant::now();
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@@ -56,24 +55,26 @@ impl Game {
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// app.world.save();
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// println!("Saved in {}", timer.elapsed().as_secs_f32());
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// }
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println!("App initialized");
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app
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}
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pub fn update(&mut self, delta: f32, content: &mut impl ContentView) {
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pub fn update(&mut self, delta: f32, renderer: &mut impl RendererView) {
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// Update camera controller
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let camera = content.get_camera_transform();
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let camera = renderer.get_camera_transform();
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self.player.camera_controller.update(delta, camera);
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// Update chunks
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let pos = camera.get_position();
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let pos = Point3{x: pos.x as i32, y: pos.y as i32, z: pos.z as i32};
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if pos != self.prev_pos {
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self.prev_pos = pos;
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if self.prev_pos == None || self.prev_pos != Some(pos) {
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self.prev_pos = Some(pos);
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renderer.get_ui().set_text("World", 0, format!("Position: {}, {}, {}", pos.x, pos.y, pos.z));
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// Load sphere of chunks around player
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// Load sphere of chunks around player (TODO)
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let chunk_pos = Point3{x: pos.x / 32, y: pos.y / 32, z: pos.z / 32};
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if self.world.load_chunk(chunk_pos) {
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renderer.write(, block: &WorldBlock)
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}
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}
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}
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